531 lines
18 KiB
Plaintext
531 lines
18 KiB
Plaintext
/**
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\page basics FLTK Basics
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This chapter teaches you the basics of writing and compiling programs
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that use FLTK.
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\section basics_writing Writing Your First FLTK Program
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Up to FLTK 1.3.x all FLTK programs were required to include the file
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<tt><FL/Fl.H></tt> as the first FLTK header file.
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Since FLTK 1.4.0 this requirement was relaxed and <tt><FL/Fl.H></tt> needs
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only be included if the class \c Fl is used or if some other stuff like
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enumerations is used in the source code. Example code in this documentation
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may still include it "everywhere" even if it is no longer strictly required.
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In addition the program must include a header file for each FLTK class it uses.
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Listing 1 shows a simple "Hello, World!" program that uses FLTK to display the window.
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\par Listing 1 - "hello.cxx"
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\code
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#include <FL/Fl.H>
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#include <FL/Fl_Window.H>
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#include <FL/Fl_Box.H>
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int main(int argc, char **argv) {
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Fl_Window *window = new Fl_Window(340, 180);
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Fl_Box *box = new Fl_Box(20, 40, 300, 100, "Hello, World!");
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box->box(FL_UP_BOX);
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box->labelfont(FL_BOLD + FL_ITALIC);
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box->labelsize(36);
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box->labeltype(FL_SHADOW_LABEL);
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window->end();
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window->show(argc, argv);
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return Fl::run();
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}
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\endcode
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<!-- NEED 2in -->
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After including the required header files, the program then creates a
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window. All following widgets will automatically be children of this window.
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\code
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Fl_Window *window = new Fl_Window(340, 180);
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\endcode
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Then we create a box with the "Hello, World!" string in it. FLTK automatically
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adds the new box to \p window, the current grouping widget.
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\code
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Fl_Box *box = new Fl_Box(20, 40, 300, 100, "Hello, World!");
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\endcode
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Next, we set the type of box and the font, size, and style of the label:
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\code
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box->box(FL_UP_BOX);
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box->labelfont(FL_BOLD + FL_ITALIC);
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box->labelsize(36);
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box->labeltype(FL_SHADOW_LABEL);
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\endcode
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We tell FLTK that we will not add any more widgets to \p window.
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\code
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window->end();
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\endcode
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Finally, we show the window and enter the FLTK event loop:
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\code
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window->show(argc, argv);
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return Fl::run();
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\endcode
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The resulting program will display the "Hello, World!" window:
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\image html hello_cxx.png "The Hello, World! Window"
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\image latex hello_cxx.png "The Hello, World! Window" width=8cm
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You can quit the program by closing the window or pressing the
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<tt>ESC</tt>ape key.
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\subsection basics_creating Creating the Widgets
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The widgets are created using the C++ \p new operator. For
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most widgets the arguments to the constructor are:
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\code
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Fl_Widget(x, y, width, height, label)
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\endcode
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The \p x and \p y parameters determine where the
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widget or window is placed on the screen. In FLTK the top left
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corner of the window or screen is the origin
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(i.e. <tt>x = 0, y = 0</tt>).
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The \p width and \p height parameters determine
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the size of the widget or window. The maximum widget
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size is typically governed by the underlying window system or
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hardware.
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\ref drawing_DrawingUnit describes the unit FLTK employs for
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<tt>x, y, width</tt>, and \c height, and more generally, for
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all graphical quantities.
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\p label is a pointer to a character string to label
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the widget with or \p NULL. If not specified the label
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defaults to \p NULL. The label string must be in static
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storage such as a string constant because FLTK does not make a
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copy of it - it just uses the pointer.
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\subsection basics_hierarchies Creating Widget Hierarchies
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Widgets are commonly ordered into functional groups, which
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in turn may be grouped again, creating a hierarchy of widgets.
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FLTK makes it easy to fill groups by automatically adding all widgets
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that are created between a
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<tt>myGroup->begin()</tt>
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and
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<tt>myGroup->end()</tt>.
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In this example, \p myGroup would be the \e current group.
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Newly created groups and their derived widgets implicitly call
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\p begin() in the constructor, effectively adding all subsequently
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created widgets to itself until \p end() is called.
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Calling end() on one group widget transfers the "current group"
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property to the \b parent of that widget. Calling end() on a top
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level window (which has no parent) sets the current group to \p NULL.
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Setting the current group to \p NULL will stop automatic
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hierarchies. New widgets can now be added manually using
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<tt>Fl_Group::add(...)</tt>
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and
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<tt>Fl_Group::insert(...)</tt>.
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\subsection basics_getset Get/Set Methods
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<tt>box->box(FL_UP_BOX)</tt>
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sets the type of box the Fl_Box draws, changing it from the default
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of \p FL_NO_BOX, which means that no box is drawn. In our
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"Hello, World!" example we use \p FL_UP_BOX, which means that a
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raised button border will be drawn around the widget.
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More details are available in the \ref common_boxtypes section.
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You could examine the boxtype by doing
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<tt>box->box()</tt>. FLTK uses method name overloading to make
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short names for get/set methods. A "set" method is always of
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the form "void name(type)", and a "get" method is always
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of the form "type name() const".
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\subsection basics_redrawing Redrawing After Changing Attributes
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Almost all of the get/set pairs are very fast, short inline
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functions and thus very efficient. However, <i>the "set" methods
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do not call \p redraw()</i> - you have to call it
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yourself. This greatly reduces code size and execution time. The
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only common exceptions are \p value() which calls
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\p redraw() and \p label() which calls
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\p redraw_label() if necessary.
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\subsection basics_labels Labels
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All widgets support labels. In the case of window widgets,
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the label is used for the label in the title bar. Our example
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program calls the \p labelfont(), \p labelsize(),
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and \p labeltype() methods.
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The \p labelfont() method sets the typeface and style
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that is used for the label, which for this example we are using
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\p FL_BOLD and \p FL_ITALIC.
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The \p labelsize() method sets the height of the font in FLTK units.
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The \p labeltype()
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method sets the type of label. FLTK supports normal, embossed,
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and shadowed labels internally, and more types can be added as
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desired.
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A complete list of all label options can be found in the section on
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\ref common_labels.
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\subsection basics_showing Showing the Window
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The \p show() method shows the widget or window. For windows
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you can also provide the command-line arguments to allow users to
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customize the appearance, size, and position of your windows.
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\subsection basics_eventloop The Main Event Loop
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All FLTK applications (and most GUI applications in general)
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are based on a simple event processing model. User actions such
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as mouse movement, button clicks, and keyboard activity generate
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events that are sent to an application. The application may then
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ignore the events or respond to the user, typically by redrawing
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a button in the "down" position, adding the text to an input
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field, and so forth.
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FLTK also supports idle, timer, and file pseudo-events that
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cause a function to be called when they occur. Idle functions
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are called when no user input is present and no timers or files
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need to be handled - in short, when the application is not doing
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anything. Idle callbacks are often used to update a 3D display
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or do other background processing.
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Timer functions are called after a specific amount of time
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has expired. They can be used to pop up a progress dialog after
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a certain amount of time or do other things that need to happen
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at more-or-less regular intervals. FLTK timers are not 100%
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accurate, so they should not be used to measure time intervals,
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for example.
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File functions are called when data is ready to read or
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write, or when an error condition occurs on a file. They are
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most often used to monitor network connections (sockets) for
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data-driven displays.
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FLTK applications must periodically check (Fl::check())
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or wait (Fl::wait()) for events or use the Fl::run()
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method to enter a standard event processing loop. Calling
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Fl::run() is equivalent to the following code:
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\code
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while (Fl::wait());
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\endcode
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Fl::run() does not return until all of the windows
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under FLTK control are closed by the user or your program.
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\section basics_naming Naming Conventions
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All public symbols in FLTK start with the characters 'F' and 'L':
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\li Functions are either \p Fl::foo() or \p fl_foo().
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\li Class and type names are capitalized: \p Fl_Foo.
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\li \ref enumerations "Constants and Enumerations"
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are uppercase: \p FL_FOO.
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\li All header files start with <tt><FL/...></tt>.
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<!-- NEED 5in -->
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\section basics_headerfiles Header Files
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The proper way to include FLTK header files is:
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\code
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#include <FL/Fl_xyz.H>
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\endcode
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\note
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Case \e is \e significant on many operating systems,
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and the C standard uses the forward slash (/) to
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separate directories. <i>Do not use any of the following
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include lines:</i>
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\code
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#include <FL\Fl_xyz.H>
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#include <fl/fl_xyz.h>
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#include <Fl/fl_xyz.h>
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\endcode
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\section basics_compiling Compiling Programs that Use FLTK
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Since FLTK 1.4 CMake is the recommended build system. The details below show
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the "old" methods and reference information in case you like to write your
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build configuration manually (e.g. Makefiles, Visual Studio, other IDE's ...).
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CMake can simplify this task substantially. For now, refer to README.CMake.txt
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for further information.
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\todo This section needs a major rework. Add a chapter "Building FLTK with CMake".
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\subsection basics_standard_compiler Compiling Programs with Standard Compilers
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Under UNIX (and under Microsoft Windows when using the GNU development
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tools) you will probably need to tell the compiler where to find the
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header files. This is usually done using the \p -I option:
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\code
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c++ -I/usr/local/include ...
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\endcode
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\note You need a C++ compiler to build FLTK. The commands given in this
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chapter are \b examples using \p 'c++'. Please replace this command with
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the C++ compiler suitable for your system or use the `fltk-config` script
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as described below (this is recommended).
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\subsection basics_fltk_config Compiling Programs with the 'fltk-config' Script
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The \p fltk-config script included with FLTK can be used on systems with
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a Posix compliant shell, for instance Unix/Linux, macOS, Windows with MinGW,
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MSYS2, or Cygwin.
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\note `fltk-config` is not designed to work on Windows with Visual Studio
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compilers. If it works, then only by accident and this is undefined behavior.
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\code
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fltk-config --help
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\endcode
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displays all available options.
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`fltk-config` can be used to get the compiler and the options that are
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required by your compiler to build a program using the FLTK library:
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\code
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fltk-config --cc
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fltk-config --cxx
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\endcode
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return the C and C++ compiler commands used to build FLTK.
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\code
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c++ `fltk-config --cxxflags` ...
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\endcode
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can be used to include the required compiler flags in the command line.
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Similarly, when linking your application you will need to tell the
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compiler to use the FLTK library:
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\code
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c++ ... -L/usr/local/lib -lfltk -lXext -lX11 ... -lm -ldl
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\endcode
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Aside from the "fltk" library, there are also the following libraries
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- "fltk_forms" for the XForms compatibility classes (deprecated)
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- "fltk_gl" for the OpenGL and GLUT classes
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- "fltk_images" for the image file classes, Fl_Help_Dialog widget, and system icon support.
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The libraries are named `fltk.lib`, `fltk_forms.lib`, `fltk_gl.lib`, and
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`fltk_images.lib` under Windows.
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\note
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The separate \p fltk_cairo library is no longer necessary since FLTK 1.4.0.
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However, this release of FLTK builds a dummy `fltk_cairo` library for
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backwards compatibility. You are advised to remove the usage of
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the `fltk_cairo` library from your build systems and tools.
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<b>The `fltk_cairo` library will be removed in a future release.</b>
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As before, the \p fltk-config script can be used to get the options that are
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required by your linker:
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\code
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c++ ... `fltk-config --ldflags`
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\endcode
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<!-- NEED 2in -->
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The forms, GL, and images libraries are included with the "--use-foo"
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options, as follows:
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\code
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c++ ... `fltk-config --use-forms --ldflags`
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c++ ... `fltk-config --use-gl --ldflags`
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c++ ... `fltk-config --use-images --ldflags`
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c++ ... `fltk-config --use-cairo --ldflags`
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c++ ... `fltk-config --use-forms --use-gl --use-images --ldflags`
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\endcode
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The option `--use-cairo` may be used to build your program with Cairo libs if
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you use Cairo in your code. It does no longer include the `fltk_cairo` lib but
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all necessary Cairo compiler flags and Cairo libs, if and only if FLTK has been
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built with the optional Cairo support by configure or CMake.
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Finally, you can use the \p fltk-config script to compile one or more source
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files as a FLTK program.
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The following examples will create an executable named \p filename (or
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\p filename.exe under Windows) from a single source file:
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\code
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fltk-config --compile filename.cxx
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fltk-config --use-forms --compile filename.cpp
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fltk-config --use-gl --compile filename.C
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fltk-config --use-images --compile filename.cc
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fltk-config --use-cairo --compile filename.cpp
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fltk-config --use-forms --use-gl --use-images --compile filename.cpp
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\endcode
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\note <kbd>'fltk-config \-\-compile'</kbd> accepts only a limited set of file
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extensions for C++ source files: \p '.cpp', \p '.cxx', \p '.cc', and \p '.C'
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(capital 'C').
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\subsection basics_fltk_config2 Compiling Multiple Source Files with 'fltk-config'
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Before version 1.4.0 \p fltk-config accepted only a single source file
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and no additional compiler options or libraries.
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As of FLTK 1.4.0 it is possible to use additional compiler flags, more than
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one source file, and additional link libraries.
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This is intended to be used for quick prototyping and not for production code
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development. It can be used to test compiler command options (like `-Wall` or
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`-Wextra`) or additional link libraries if these are required.
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Building from more than one source file with flags and libraries can be
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achieved as follows:
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\code
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fltk-config [USE-FLAGS] --compile MAIN [FLAGS] [SOURCES] [--link LFLAGS LIBS]
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\endcode
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where
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- arguments in `[...]` are optional
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- `USE-FLAGS` are as described above, e.g. `--use-images`
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- `MAIN` is the main C++ source file as documented above
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- `FLAGS` are additional compiler flags
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- `SOURCES` are additional source files or libraries
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- `--link` is used to separate source files and flags from linker flags and libs
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- `LFLAGS` are optional linker flags
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- `LIBS` are additional libraries to link against
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The final commandline is composed like this example:
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\code
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$ fltk-config --compile main.cxx button.o -Wextra x1.a --link -L/usr/include/cairo/ -lcairo
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g++ {fltk-flags} -o main -Wextra main.cxx button.o x1.a {fltk-libs} -L/usr/include/cairo/ -lcairo
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\endcode
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where `{fltk-flags}` are the compiler flags generated by `fltk-config` as
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before and `{fltk-libs}` are the usual linker flags and libraries.
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All optional parameters are used as-is, i.e. there is no syntax checking or
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special parsing except: the order of flags and source files is preserved
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(from the commandline) but all flags (`-something`) are positioned before
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all sources, i.e. arguments w/o leading dash ('-').
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All compiler flags and libraries generated from the library build follow
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all options and source files given on the commandline, and finally
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everything after `--link` is appended.
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\subsection basics_makefile Compiling Programs with Makefiles
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The previous sections described how to use \p fltk-config to build a program
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from the command line, and this is very convenient for small test programs.
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But \p fltk-config can also be used to set the compiler and linker options
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as variables within a \p Makefile that can be used to build larger programs.
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\code
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CXX = $(shell fltk-config --cxx)
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DEBUG = -g
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CXXFLAGS = $(shell fltk-config --use-gl --use-images --cxxflags ) -I.
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LDFLAGS = $(shell fltk-config --use-gl --use-images --ldflags )
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LDSTATIC = $(shell fltk-config --use-gl --use-images --ldstaticflags )
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LINK = $(CXX)
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TARGET = cube
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OBJS = CubeMain.o CubeView.o CubeViewUI.o
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SRCS = CubeMain.cxx CubeView.cxx CubeViewUI.cxx
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.SUFFIXES: .o .cxx
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%.o: %.cxx
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$(CXX) $(CXXFLAGS) $(DEBUG) -c $<
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all: $(TARGET)
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$(LINK) -o $(TARGET) $(OBJS) $(LDSTATIC)
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$(TARGET): $(OBJS)
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CubeMain.o: CubeMain.cxx CubeViewUI.h
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CubeView.o: CubeView.cxx CubeView.h CubeViewUI.h
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CubeViewUI.o: CubeViewUI.cxx CubeView.h
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clean: $(TARGET) $(OBJS)
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rm -f *.o 2> /dev/null
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rm -f $(TARGET) 2> /dev/null
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\endcode
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\subsection basics_visual_cpp Compiling Programs with Microsoft Visual C++
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In Visual C++ you will need to tell the compiler where to find the FLTK
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header files. This can be done by selecting "Settings" from the "Project"
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menu and then changing the "Preprocessor" settings under the "C/C++" tab.
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You will also need to add the following libraries to the \p Linker settings:
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- \p fltk.lib or \p fltkd.lib, the main FLTK library (postfix 'd' = Debug)
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- all FLTK libraries your program requires (fltk_gl, fltk_images, …)
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- additional libraries like \p libpng.lib, \p libjpeg.lib, etc.
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- the Windows Common Controls (\p comctl32.lib) and
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- the GDIplus library if used to build FLTK (\p gdiplus.lib) and
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- the Windows Socket (\p ws2_32.lib) libraries.
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\note There's a \p Linker setting "Additional Library Directories" or similar;
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the exact name depends on the Visual Studio version you're using. You can
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and \b should use this to simplify adding the libraries above. If you set
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this to the FLTK library path you can just use the library \b names
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and don't need to use the full paths to all libraries.
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You must also define <tt>_WIN32</tt> if the compiler doesn't do this.
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Currently all known Windows compilers define _WIN32 - unless you use Cygwin
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(that's correct, you must not define _WIN32 if you use Cygwin).
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More information can be found in <tt>README.Windows.txt</tt>.
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You can build your Microsoft Windows applications as Console or
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Desktop applications. If you want to use the standard C \p main()
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function as the entry point, FLTK includes a \p WinMain()
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function that will call your \p main() function for you.
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\htmlonly
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<hr>
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<table summary="navigation bar" width="100%" border="0">
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<tr>
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<td width="45%" align="LEFT">
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<a class="el" href="intro.html">
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[Prev]
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Introduction to FLTK
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</a>
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</td>
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<td width="10%" align="CENTER">
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<a class="el" href="index.html">[Index]</a>
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</td>
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<td width="45%" align="RIGHT">
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<a class="el" href="common.html">
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Common Widgets and Attributes
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[Next]
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</a>
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</td>
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</tr>
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</table>
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\endhtmlonly
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*/
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